Game Localization
Translating for the global digital entertainment industry
| Dublin City University
| Universitat Autònoma de Barcelona
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
[Benjamins Translation Library, 106] 2013. xii, 374 pp.
Publishing status: Available
© John Benjamins
Table of Contents
Figures and tables
|
ix–x
|
Acknowledgements
|
xi–xii
|
About this book
|
1–4
|
Glossary
|
5–11
|
Prologue
|
13–18
|
Introduction
|
19–44
|
1. The video game and translation
|
45–86
|
2. The localization paradigm: Localization versus translation
|
87–110
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3. Game localization: A practical dimension
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111–147
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4. Translating video games: New vistas for transcreation
|
149–200
|
5
Cultural contexts of game production: Patronage and rewriting in the digital age
|
201–241
|
6. Pedagogical issues in training game localizers
|
243–275
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7. Game localization research in Translation Studies
|
277–324
|
Conclusion
|
325–333
|
References
|
335–361
|
Gameography
|
363–368
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Appendix. Postgraduate courses in game localization in Spain
|
369–370
|
Index
|
371–374
|
“This book is unique since it discusses localization from the translator's perspective and I'm recommending this book to anyone interested in this topic. The authors have left no stone unturned when it comes to the subject and include excellent references and case studies about game localization and its importance in the game industry.”
Heather Maxwell Chandler, author of The Game Localization Handbook
“This volume is the authoritative source on game localization. Drawing together years of professional and academic experience, O'Hagan & Mangiron have written an essential guide to understanding how game localization has developed over the years, how it has become an essential part of the global video game industry, and how best to teach students this art and craft. The authors explore this fascinating field using dozens of examples from their own work and other well known localization efforts to give readers the best possible understanding of game localization theory and techniques. Highly recommended.”
Mia Consalvo, Concordia University
“The text is a worthwhile and extremely well structured read that will hopefully become the standard text for all who wish to find out more about the subject, be it out of academic interest or intention to embark on a career in the booming video game localization industry.”
Michał Nowakowski, in ITIA Bulletin, December 2013, pag. 7-9
“
Game Localization: Translating for the global digital entertainment industry is a useful and significant book, both for academic scholars who might not be familiar with the gaming industry and for localization practitioners who now can perceive their field within a larger theoretical context. Numerous charts, diagrams and full-color illustrations enhance the presentation of the argument.”
Frank Dietz, in MultiLingual, March 2014
“It is currently the most complete monograph on the subject. It shows possible ways of developing research on localization within translation studies. It even includes a chapter devoted to professional training in the field of localization. Thus, it is easy to recommend Game Localization to anyone interested in the subject, both in its theoretical and practical aspects.”
Paweł Schreiber, in Translation Ireland, Vol.19:2 (2014)
“This book is sorely needed and a great example of a theoretical framework being successfully adapted and applied to a field of real-world phenomena and is a great contribution to the enlargement and enrichment of the field of translation studies.”
Jan Pedersen, Stockholm University, in Perspectives, October 2014
“This book represents a must-read reference to anyone interested in game localisation as it targets not only scholars and professionals belonging to this field, but also those who are interested in emerging issues in Game Studies, audiovisual translation and localisation. Provided with an initial glossary of game-specific terms, Game Localization is designed to serve as an introduction to this dynamic area, keeping a balance between theoretical and practical dimensions.”
Gianna Tarquini and Serenella Massidda, in inTRAlinea, Vol 16, 2014
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Kassawat, Madiha
Khoshsaligheh, Masood & Saeed Ameri
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Mangiron, Carme
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O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
Pettini, Silvia
Pettini, Silvia
Pulos, Alexis & S. Austin Lee Lee
Pyae, Aung
Pyae, Aung & Leigh Ellen Potter
Ranford, Aiden
Ranzato, Irene & Serenella Zanotti
Roturier, Johann
Song, Hua
Torres del Rey, Jesús
Valdeón, Roberto A.
Wang, Dingkun, Xiaochun Zhang & Arista Szu-Yu Kuo
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ÖNCÜ YILMAZ, Tutku & Emre CANBAZ
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Subjects
Translation & Interpreting Studies
BIC Subject: CFP – Translation & interpretation
BISAC Subject: LAN023000 – LANGUAGE ARTS & DISCIPLINES / Translating & Interpreting